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General Notes:
1) Early in the game the British have only militia and provincial cavalry - all readily eliminated by line infantry even on Very Hard Battle difficulty. If in this situation before researching Square deploy with both flanks refused in one or two steps - each refused step covering the flank of that in front with musket fire.
2) The British AI doesn't declare war until it has reached it's desired beachhead location. This means that it can be forestalled by preventing the transporting fleet from arriving. One vessel in the Straits of Gibraltar blocks that passage; Entry to the Baltic can be blocked with three vessels, one east and two west of Copenhagen's island.
Diplomacy Notes:
1) At all times avoid calling your allies to war - that's not how to best leverage alliances. The purpose of alliances is to **forestall** a hostile DOW because you *might* call allies to war. That ensures you get a 10 turn warning of a betrayal.
2) The AI will (almost) never declare war if it has Military Access to your territory - freely negotiated. I have seen it claimed that simply granting Military Access unilaterally forestalls a DOW - but my experience on Very Hard Campaign difficulty differs.
3) For most purposes, only grant and accept Military Access for limited duration. This gains the benefits, without the penalties for DOW-ing a country granting you Military Access. If Britain keeps declaring war on you - negotiate granting them Military Access in exchange for a Tech.
Otherwise AI Britain would never do anything because they're never invaded.
You dont have to get military acces, giving the AI military access generally prevents them from warring you. Its rather an exploit in diplomacy.
Agreed - but just granting it out of the blue is unreliable (on difficulty - Very hard Campaign at least) I tire it a while back and got "Surprised!"
;-)
That said, countries that are determined to attack you will do so even with the miliatary access.
As I noted above, distinguish between:
1) "Military Access freely granted unilaterally", which the AI may freely choose to ignore; and
2) "Military Access granted in a negotiation of quid pro quo", which the AI will attempt to honour.
Think of contract law - a "legal contract" requires an "exchange of value" to be valid except in very specific and well defined circumstances.
I have found that the Indians are almost worse than britain with this. Whoever ends up taking over india, instead of going for Persia, Mysore or Goa if it is still owned by Portugal just declares war on me and makes a beeline for me. It basically ensures that I have to spend the money to keep an entire stack somewhere to fend off these nonsense attacks and it really ruins the campaign for me and breaks my bank.
Outside of just doing it with every single faction in the game at the start and praying, it seems like no matter what there is going to be someone that decides to just commit naval invasions against you at some point and grind your entire campaign to a halt.
The trick is to think of the game - and the AI - as posing a series of puzzles for you.
MC causing a problem bombarding you with amphibious attacks?
Q: Consider *how* the MC afford to do this?
A: Because they get tremendous trade income.
Solution: Defeat their navy, and tap (render below 100% health) all their ports every turn.
You should be planning to do this by the early 1720's in order to render the MC impotent outside the Indian Theatre.Their navy at this time is all brigs/sloops/dhows and easily defeated by a handful of fifth and sixth rates supported by some brigs/sloops of your own and commanded by a decent admiral.
Having done that, which is a significant hit to their economy, a sensible next step and one which I always do is to invade India and take it over. A three stack invasion at Carnutica and Mysore is quite able to do this if begun before the MC gets to Syria. All MC territories West of Afghanistan will go into disorder once the entire Indian Theatre has been cleared of the MC.
India is not very well developed by 1720, having been ravaged by the 40 turn war of conquest by the MC. Once the Mughal are vanquished the MC will attempt to remedy this - so don't give hem too much time to do so.
Fair comment.
My intent is to reveal additional layers of understanding to other gamers, to make use of or not as they see fit.
It's not that my strategy or approach is the only one - that would be an absurd take on a game this rich - but that my approach can possibly inspire others to broaden and enrich their own approach.